This primer is about one of my favorite decks in Type 1, Speed Worldgorger. DicemanX has written a very good primer about Dragon.dec but it did not address this version of the deck which I feel is far superior if played correctly. So here goes.
0.The ComboFor those of you who don't know the combo or the background of this deck you should first read
Primer: Dragon Combo by dicemanX
1. DecklistsWorldgorger_Dragon.dec (by dicemanX)
2x Worldgorger Dragon
1x Aerial Caravan
3x Entomb
3x Buried Alive
3x Intuition
3x Cunning Wish
1x Read the Runes
1x Scrying Glass
4x Animate Dead
3x Dance of the Dead
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24 combo cards
10 creature “buriers”
7 animate effects
11 win conditions
1x Demonic Tutor
1x Vampiric Tutor
1x Mystical Tutor
1x Timetwister
1x Wheel of Fortune
1x Ancestral Recall
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6 tutor/card drawing
1x Abeyance
3x Defense Grid
3x Mana Leak
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7 disruption
1x Black Lotus
1x Mox Jet
1x Mox Sapphire
1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Sol Ring
1x Mana Crypt
4x Underground Sea
4x Underground River
4x Gemstone Mine
2x Undiscovered Paradise
2x City of Brass
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24 mana sources
SB:
1x Stroke of Genius
1x Rushing River
1x Abeyance
3x Red Elemental Blast
4x Powder Keg
2x Verdant Force
1x Defense Grid
1x Read the Runes
1x Scrying Glass
This build focuses on trying to protect the combo as much as possible and then going off when you have established this protection. It tries to make sure control (Its main threat) will not be able to counter any part of the combo but sacrifices some speed and consistancy in doing so. In a combo deck, speed and consistancy make it easier to go off earlier and lower the number of poor hands, which makes this sacrifice a signifigant one. Usually goes off Turn 3 or 4.
Rating (out of 5)
Speed: 3Protection: 3Consistancy: 2Overall: 2.7Speed_Dragon.dec (by Roland Bode)
2x Worldgorger Dragon
1x Aerial Caravan
4x Entomb
3x Buried Alive
3x Intuition
3x Cunning Wish
4x Animate Dead
3x Dance of the Dead
4x Necromancy
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27 combo cards
10 creature “buriers”
11 animate effects
12 win conditions
1x Demonic Tutor
1x Vampiric Tutor
1x Necropotence
1x Deep Analysis
1x Ancestral Recall
1x Time Walk (doesn't really fit elsewhere and you do get to draw on your next turn )
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6 tutor/card drawing
1x Abeyance
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1 disruption
4x Dark Ritual
1x Black Lotus
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Sol Ring
4x Gemstone Mine
3x Underground River
4x Underground Sea
4x Undiscovered Paradise
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26 mana sources
SB:
2x Abeyance
1x Blue Elemental Blast
4x Duress
1x Hoodwink
4x Hypnotic Specter
1x Mana Leak
1x Stroke of Genius
1x Whispers of the Muse
Kudos to Bode on this one, his strategy is to play enough threats that control simply gets overwhelmed. Main differences are the addition of Necromancy and Dark Ritual to improve both consistancy and speed. Usually goes off turn 2 or 3 and frequently goes off on turn 1. However there are still some inefficient card choices here.
-Necropotence is often uncastable without a Dark Ritual in hand
- 1 Abeyance is not worthy enough of running a shakey mana base with 4 Undiscovered Paradise
- Deep Analysis (which was put in to use extra Entombs) is often a dead card if drawn, excess Entombs can still be used to remove unwanted lands.
-The lack of Timetwister is pretty severe. Seven cards is far more useful than a nice trick to use Entombs on.
Still this deck gave birth to the modern Speed Worldgorger Dragon.
Rating (out of 5)
Speed: 4Protection: 1Consistancy: 4Overall: 3.0Speed_Dragon.dec (by toast)
2x Worldgorger Dragon
1x Aerial Caravan
4x Entomb
3x Buried Alive
3x Intuition
4x Cunning Wish
4x Animate Dead
3x Dance of the Dead
4x Necromancy
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27 combo cards
10 creature “buriers”
11 animate effects
13 win conditions
1x Demonic Tutor
1x Vampiric Tutor
1x Mystical Tutor
1x Timetwister
1x Ancestral Recall
1x Time Walk
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6 tutor/card drawing
4x Dark Ritual
1x Black Lotus
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Sol Ring
1x Mana Crypt
4x Gemstone Mine
2x Underground River
4x Underground Sea
4x Poluted Delta
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26 mana sources
SB:
1x Stroke of Genius
1x Abeyance
1x Kaervek's Torch
1x Capsize
1x Mana Leak
1x Brainstorm
1x Whispers of the Muse
4x Duress
4x Hypnotic Specter
In this final build for Speed Dragon the inefficiencies mentioned above in Bode's deck have been removed and the following cards have been added.
1x Cunning Wish (upping the count to 4),1x Mystical Tutor, 1x Timetwister, 1x Mana Crypt, 4x Polluted Delta.
This maximizes both the speed and consistancy possible in the deck by increasing its kill, stabilizing it's mana base, and using better card draw, but the major difference comes in the sideboard cards.
Kaervek's Torch was added to prevent some situations that would otherwise end in a draw (explained later), Capsize is also a superior card to Hoodwink (especially with infinite mana), and one of the most important yet overlooked cards Brainstorm was added.
Brainstorm has two main uses other than what it is normally used for.
- When you are going off and you draw into a caravan you can use this to put it back into your library so you can bury it and end the combo. (either by having a bury effect in your hand or by casting it, drawing your whole library, capsizing it, and then brainstorming).
- It is also useful in situations where your opponent is also playing a combo deck and ends up decking you first, you can brainstorm end of their turn and then deck them during your turn or even just draw out that last counter and then torch them during your upkeep by using Necromancy.
This build wins consistantly on turns 2 and 3 and wins slightly more frequently on turn 1 (and has a better chance against control)
Rating (out of 5)
Speed: 5Protection: 0Consistancy: 5Overall: 3.32. The Basics[/u]
Now that we have an idea as to how the deck evolved we can begin to discuss how to play it. You should know the combo if you actually read the top half of this post so let us discuss important things to remember about it.
-If the only creature(s) in all graveyards is/are Worldgorger Dragon and you have no way of changing this (yes you are required to try) this is an infinite loop and the game will end in a draw. Only instants can be played during this loop and dealing leathal damage (via torch) will also end the game.
-If you draw a dragon but no bury effects you can always opt to go second, not play anything, and then discard it during your discard phase.
-If any situation occurs in which the dragon comes into play effect goes on the stack and then the dragon leaves play effect goes on the stack before it resolves, you will lose all of your permanents permanently. (commonly caused by a swords/edict on dragon in response to it coming into play or a disenchant on Animate dead in response to dragon coming into play)
YOUR TOP ENEMIES1. Force of Will (the only thing that can stop you when you try to go off turn 1)
2. Swords (the most commonly played instant speed creature removal)
3. Any instant speed disenchant effect (for the reason above)
3.Strategies[/u]
The main thing that is missing in the ratings listed in section one is playstyle. Of the 3 builds I think the last one has the most room to become devastating if in the hands of the right player.
Important points to remember :
- you are running enough threats that it is ok to have your opponent counter when you are trying to go off, there is a very good chance that you will draw something that will allow you to go off again or draw something that will allow you to draw something that will allow you to go off.
-this combo does not have to be done all at once which is part of the reason why you can do the above
-few good decks in Type 1 run any cards that don't have an immediate use, Force of Will cripples your opponent almost as much/more than it cripples you.
-when in doubt force a draw (drawing is always better than losing)
GAME 1Don't be shy, If you can go off Turn 1 DON'T HESITATE
-your opponent will not always have force of will in his/her opening hand, alot of what makes control good is your opponent never knows if you are going to counter his stuff, call the bluff, go off anyways.
-you are consistant enough that being stopped is not the end of the world
-going off Turn 1 scares the opponent, most likely he will keep/mully into a subpar hand game 2 just because it can stop you from going off turn 1 again.
-turn 1 kills look cool/ give you bragging rights.
game 1 you basically want to play sui and try to overwhelm/scare your opponent. This gives you a huge advantage for game 2 as your opponent will play very conservatively.
GAME 2 and 3If you saw that your opponent was playing control side in the hippies and the duresses, if you saw whatever else your opponent may be playing side in whatever you see fit. Your playing style for this game can probably be less aggressive now that you know what your opponent is playing. If you went off turn one and didn't see a thing, pat yourself on the back and repeat the steps for game 1.
The ConclusionI think that about covers it. If you have any questions feel free to post here, and if you like my work please recommend that I get an account here at themanadrain.com.
Peace out
-toast